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Features

A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games
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This term represents what varieties of gameplay skill are required to achieve goals in the level – mandatory or otherwise.
Mandatory = actions that are required to complete the level.
Optional = actions that are not required to achieve progress in the game.
These actions could be anything from getting to a HTR area to grab some finance, or simply exploring the environment around you - climbing a tree for the sake of it, or kicking some fruit around for fun.
Results show that Sonic 2 and Super Mario Brothers 3 contain the most gameplay. They both contain approximately 27 types of challenge within their first 5-10 minutes of play – and in their particular instances, that’s the very first stage.
[2006 Addition: I went through these again and realised that SMB had 34 types of gameplay and NSMB had 39. /]
Also the greater majority of these tasks are rewarded upon completion.
Results also show that in the first few minutes of play in a game, the most popular task types are:
- Collect finance
- Find Power-Up
- Jump over kill-zone
- Smash containers
- Earn bonus Quota Token – through bonus sections or HTR areas
- Jump over horizontally moving floor hazard
Followed by:
- Getting to a HTR area for a bonus pick-up
- Collecting enough finance to be granted bonus stage entry
- Bouncing off containers and enemies and successively onto others without touching the floor
- Killing floor-based enemy by jumping on it or attacking it head on
- Using a power-up to reach an otherwise inaccessible area, bonus or otherwise
- Hitting an enemy when it reveals its vulnerability
- Killing enemies mid-inertia
Least occurring were predictably the title unique actions. Sonic 2 and Sonic Adventure have a large number of momentum and inertia based navigational puzzles, which no other game uses.
SMB3 has a range of actions specific to it’s enemy types and power-ups – like flying with the racoon suit, using the fallen shell enemies as projectiles to attack other enemies, or for breaking the bricks in the level.
2006 Addition: Same goes for NSMB with it’s Giant Mario power-up and traditional Mario staples. /]
Another observation is that current generation platformers have a smaller variety of actions within their first moments, with Mario Sunshine presenting the most at 20 and Jak the least at 10.
The first 5-10 minutes in Mario Sunshine and Jak and Daxter are essentially tutorial levels and a majority of Mario’s initially permitted actions are unrewarding – like climbing up trees to find nothing, breaking boxes to find nothing and navigating structures to find – you guessed – nothing.
Sonic Adventure has the most exciting first moments of the next-gens - being that it contains 17 types of action and the majority of these are rewarding, as opposed to being ungifted actions.
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